Quest for a Cure (GAL 7): Turn 46

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kida
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Re: Quest for a Cure (GAL 7): Turn 5

Post by kida » Mon Oct 06, 2014 7:44 pm

ChuckDaRighteous wrote:I could throw the end of the rope over and you could tie it on the end. That was kinda my intention anyways.
Sure.
Drink will tie the hook to the rope.

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 5

Post by GathersIngredients » Tue Oct 07, 2014 1:07 am

Walks will bind part of her cloak over her mouth and nose (like bank-robbers in wild west movies used to do), cross the pool by hopping briefly onto the floating sign and then onto solid ground again, avoiding to: fall in, bump into Right or stirring up any more spores or breathing them in the best she can. She will try to wake up forges, if she can do so without causing any more spores to take flight, else she'll try to pull him out of the spore-infested zone. If neither would work, she'll try to get onto the ladder and tie the rope to a rung that looks/is the most solid/sturdy and get the arrow back.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 5

Post by thinkslogically » Tue Oct 07, 2014 1:31 am

The update image is now up :)

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Quarg
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Re: Quest for a Cure (GAL 7): Turn 5

Post by Quarg » Tue Oct 07, 2014 9:47 am

William will either a) Help walks pull Forges from the sleep zone or
b) Pull the local out of the spore zone...
Ensuring that he does not touch the mushrooms (of DOOOM!)

If William is unable to do either then he will retreat back to where he started
Really...why are you reading this?

Eileen Ap'Fyretorr

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 7

Post by thinkslogically » Wed Oct 08, 2014 11:46 am

Turn 7

Image

Walks decides to brave the gooey puddle and hops down onto the sign, but her foot slips as she goes to hop off the chest and she tumbles into the pool! She drags herself out on the far bank, but not before taking 2 DAM from being submerged in the corrosive slime! Ouch! Her cloak is soaked through, and she'll need to take it off if she doesn't want to keep getting burned.

Righteous luckily manages to keep his footing, and tosses the end of his rope to Drinks who ties his hook onto the end of it.

William heads bravely back into the spore-zone and manages to drag Forges to safety without touching any of the mushrooms or falling asleep. Now that he's out of the spore-cloud, he starts to wake up and will be able to act again next turn.

-----------------------------------
► Show Spoiler
INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 2
HP: 4/6

Items:
  • Shortbow (ranged)
  • Arrows (x3, +1 ATT)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Vial of spider venom: Can be applied to weapons or added to potions.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Length of Rope
  • Healing Salve (+2d3 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 5/5

Items:
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic)
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 3 charges (and will recharge automagically on return to the GAL)
[tabs: Righteous]

Stats:
ATT: 2
DEF: 2
HP: 4/5

Items:
  • Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))
  • Battle Standard
  • 2-handed shield (+1 DEF)
  • Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
  • Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP
  • Helmet (+1 DEF)
  • 1 Length of rope
  • 1 Length of rope with a pirate hook on the end
[tabs: Drinks]

Stats:
ATT: 2
DEF: 1
HP: 5/5

Items:
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
[tabs: Forges]

Stats:
ATT: 3
DEF: 3
HP: 5/5

STATUS: Asleep!

Items:
  • Preserved Human Ear Necklace
  • Dashon's Blessing (+1 DEF)
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs]
Last edited by thinkslogically on Wed Oct 08, 2014 1:34 pm, edited 1 time in total.

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kida
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Re: Quest for a Cure (GAL 7): Turn 7

Post by kida » Wed Oct 08, 2014 12:58 pm

"Didn't I say to everyone to stay out of the pool..."
Drinks
will help Walks to get out of the Puddle of Strife.
He will then drag the other sleeping creature away from the spore area.

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Quarg
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Re: Quest for a Cure (GAL 7): Turn 7

Post by Quarg » Wed Oct 08, 2014 1:21 pm

William will go down the tunnel and jump over the pool of red stuff...
Really...why are you reading this?

Eileen Ap'Fyretorr

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 7

Post by ChuckDaRighteous » Wed Oct 08, 2014 1:34 pm

Righteous One goes fishing for chests.

"Thanks drinks"

Having looked at this chest for several turns now I have seen something I could have hooked it onto right?
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 7

Post by thinkslogically » Wed Oct 08, 2014 1:36 pm

The chest has handles but they're still underneath the level of the slime. Your hook should do the job though :)

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 7

Post by GathersIngredients » Wed Oct 08, 2014 4:51 pm

► Show Spoiler
Walks slips out of the cloak and hangs it to dry either from the lowest ladder rung (if she can reach it) or over the rope (if it can bear the weight). Then she tries to get up to where the arrow is stuck into the wall, tie the rope to the sturdiest ladder rung and get the arrow back, hopefully without sending any more spores flying.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
► Show Spoiler

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Patdragon
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Re: Quest for a Cure (GAL 7): Turn 7

Post by Patdragon » Wed Oct 08, 2014 7:20 pm

With weapon ready forges heads to the next screen with William, if he will glance at the claw marks as he passes.
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 7

Post by thinkslogically » Thu Oct 09, 2014 2:16 am

GathersIngredients wrote:
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 8

Post by thinkslogically » Sat Oct 11, 2014 7:37 am

Turn 8

Image

"Didn't I say to everyone to stay out of the pool..."

Walks hauls herself out of the pool and takes her cloak off. Since she's not able to (safely) reach any of the things she wants to hang it over, she puts it back in her inventory. If she wants to reach the ladder, she'll need help up.

Drinks drags the green guy out of the cloud of spores (thankfully without bumping any of the mushrooms), and he begins to wake up.

Righteous goes fishing for the handle of the chest and manages to get a fairly secure purchase on one of the submerged handles.

Image

William and Forges head right.

...that's a lot of rats.

-------------------

INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 1
HP: 4/6

Items:
  • Shortbow (ranged)
  • Arrows (x3, +1 ATT)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Vial of spider venom: Can be applied to weapons or added to potions.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Length of Rope
  • Healing Salve (+2d3 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 5/5

Items:
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic)
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 3 charges (and will recharge automagically on return to the GAL)
[tabs: Righteous]

Stats:
ATT: 2
DEF: 2
HP: 4/5

Items:
  • Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))
  • Battle Standard
  • 2-handed shield (+1 DEF)
  • Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
  • Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP
  • Helmet (+1 DEF)
  • 1 Length of rope
  • 1 Length of rope with a pirate hook on the end
[tabs: Drinks]

Stats:
ATT: 2
DEF: 1
HP: 5/5

Items:
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
[tabs: Forges]

Stats:
ATT: 3
DEF: 3
HP: 5/5

STATUS: Asleep!

Items:
  • Preserved Human Ear Necklace
  • Dashon's Blessing (+1 DEF)
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs]

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 8

Post by GathersIngredients » Sat Oct 11, 2014 7:43 am

(Unless she's needed at the edge of the pool,) Walks carefully walks past the mushrooms. With sinking priority:
If the others get attacked by the rats, hurry there and keep behind, shooting at a rat (preferably one that she can kill or wound).
If Right wants/needs help pulling the chest out of the pool, Walks will lend a hand, but remain very careful not to get into contact with the corrosive liquid again.
If someone helps her get up, climb the ladder and tie the rope to the sturdiest rung, retrieving the arrow.
If none of this happens, examine the mushrooms without setting off more spores, try to wake up the triangular guy.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
► Show Spoiler

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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 8

Post by Quarg » Sat Oct 11, 2014 12:32 pm

William will retreat pulling out his cloak again. He will then attempt to lay his cloak over the nearest cap and bundling it over so that is will not release any spores out. If it does, he will immediately retreat back between the rats and hopes that his compatriots will cover his attempt to get the caps to take out the rats...
Really...why are you reading this?

Eileen Ap'Fyretorr

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 8

Post by ChuckDaRighteous » Sat Oct 11, 2014 4:53 pm

RighteousOne will jump to the other side and haul the chest out and open it.

(after all the work that went into retrieving it, this chest better be worth it. Of course now that I've made such a demand it will be rubbish out of spite... have I ever mentioned how much I appreciate you TL?)
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 8

Post by thinkslogically » Sat Oct 11, 2014 4:58 pm

Hahaha! Don't worry, the contents of each cheesy chest are predetermined (ish) so you can't ruin it :)

EDIT: autocorrect is weird....
Last edited by thinkslogically on Mon Oct 13, 2014 2:47 am, edited 1 time in total.

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kida
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Re: Quest for a Cure (GAL 7)

Post by kida » Sun Oct 12, 2014 3:02 pm

"Are you awake? Who are you?"

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Synch
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Re: Quest for a Cure (GAL 7): Turn 8

Post by Synch » Sun Oct 12, 2014 7:24 pm

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Patdragon
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Re: Quest for a Cure (GAL 7): Turn 8

Post by Patdragon » Sun Oct 12, 2014 8:13 pm

"I'm not sure if any one answered my previous question about loot, i was sleeping after all, but i call Arrowbow (shotgun) on the ring on the skeleton."

He will stay where he is an attack a rat if it comes near him, the bigger one if there is a choice, hoping is armour is good enough to protect him from the smaller ones. "take that rat"
He will also keep an eye out if the green guy if attempts to run for it into his area and trip him up and over into the rats as a distraction.
If rats don't approach and green guy doesn't flee he studies the rats and debates if he could simple run past them to the ladder and up, grabbing the ring on route.
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 8

Post by GathersIngredients » Mon Oct 13, 2014 2:53 am

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Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
► Show Spoiler

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Patdragon
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Posts: 2288
Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 8

Post by Patdragon » Mon Oct 13, 2014 5:29 am

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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 8

Post by thinkslogically » Mon Oct 13, 2014 6:34 am

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BadgeAddict
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Re: Quest for a Cure (GAL 7): Turn 8

Post by BadgeAddict » Mon Oct 13, 2014 6:48 am

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 8

Post by ChuckDaRighteous » Mon Oct 13, 2014 8:07 am

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Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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